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Found 6 results

  1. Freezing Attributes

    Hi Odforce! Im working on a little project using the object packing technique from Ben Watts Design's tutorial. I've got an attribute VOP using turbulent noise to drive the pscale attribute. Im then reading this into a popnet through a sop solver, but when the particles move they adopt the pscale of the underlying position of the noise. I believe this issue is related to the sop solver reading the new pscale in every frame but im unsure how to essentially freeze this attribute. I want the points to be born, adopt the pscale based on the location it spawns on, then for the pscale attribute to remain frozen for the rest of the simulation, how do i go about setting this up? I have attached the scene file here. CardGrowth.hip
  2. Hi there. I have a small issue going on. I have a source emitting boxes as packed rbds. The boxes have different sizes according to the pscale value and that attribute is stored in the packed prims in the assemble sop. When I use a dopimport to read back the points and copy boxes on them, pscale value is gone, it looks like the dopnet didn't store it. Usually this is not an issue because the static geometry is transformed with the transform pieces sop. But here there's this issue with the pscale attribute. I attach a very simple setup that shows the problem in action. Thanks a lot! packedPscale.hipnc
  3. Animate pScale of flip overtime?

    Hey guys! Was wondering if anyone has an idea how to decrease the pScale of flip fluid overtime during the sim? I am trying to do a shrinking effect using flip and thought this might be a good place to begin with. Unfortunately, animating particle radius scale on the flip object doesn't really work. If you have any other idea how to achieve the shrinking effect, please let me know. All help is appreciated. Cheers, b
  4. i'm just starting out learning houdini and i'm completely and utterly in love with it. i'm going through a beginner training series that's currently demonstrating how to make icicles hanging from a roof. i believe the training was made in houdini 12, and i managed to follow it just fine in houdini 14 apprentice. i recently upgraded to v15 though and decided to back track on the training, but i'm not getting the same results. the way the training explains it is: - start out with a grid and a line - grid -> transform to put in place where roof is - transform -> mountain to create deformations - mountain -> paint on grid to create black and white image where icicles will form - paint -> scatter points using paint color (Cd) as density - scatter -> point1 sets normal downward - point1 -> point2 randomizes scale length of line through the particles -> add scale - line facing down z-axis - line -> resample for extra detail - resample -> copy (left) and point -> copy (right) to create lots of lines with differing lengths hanging downward - copy -> particleFluidSurface (left) that SHOULD make blobby shapes around lines that then get shaped into icicles. from what I understand particleFluidSurface generates a fluid on the surface of points based on the pscale attribute, which was made in point2. when i middle click on point2 i can see the pscale attribute, but the attribute is missing when i middle click on the copy sop. i'm going to attach the hipnc file in case i didn't do an adequate job explaining what's happening. everything happens in icicles_GEO. any help/direction/clarification would be appreciated. thanks so much! ATTACHED blomp_icicles.hipnc
  5. I'm exporting some particles from Houdini via alembic (importing via exocortex crate), but how do I control the size of the particles when rendered (rendering in Arnold)? I tried setting pscale and radiusPP (on points and verts) in Houdini but nothing seems to work. And thinking about it I guess I would need to get opacity per particle exported too.. Or I could re-map these based on age in Maya.. Has anyone done this before?
  6. Cloud Asset Problem, Pyro pscale

    I'm working on a cloud asset and I've encountered a small problem. The basic cloud geometry is build with Metaballs a copy sop and then converted to fog with the cloud sop. I cached the cloud to a VDB and put a bounding box around it as final output and give it a Pyro shader. In the Instance node, I created a grid and at some random values to the pscale and rot attributes. I put the bounding box as the object to be instanced and gave the instancer a delayedload file material and put the cached VDB in here. The whole setup works but the pscale attribute also seems to be messing with the density scale of the pyroshader. How can I compensate for extra scale. I tried to divide the density by $PSCALE but that didn't work out. Thanks!
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